﻿using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Runtime.InteropServices;
using ANX.Framework.Content.Pipeline.Audio;
using WaveUtils;

// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license

namespace ANX.Framework.Content.Pipeline.Processors
{
	[ContentProcessor(DisplayName = "Sound Effect - ANX Framework")]
    public class SoundEffectProcessor : ContentProcessor<AudioContent, SoundEffectContent>
	{
		private struct WAVEFORMATEX
		{
			public ushort wFormatTag;
			public ushort nChannels;
			public int nSamplesPerSec;
			public int nAvgBytesPerSec;
			public ushort nBlockAlign;
			public ushort wBitsPerSample;
			public ushort cbSize;
		}

		[DefaultValue(ConversionQuality.Medium)]
        public ConversionQuality Quality { get; set; }
		
        public override SoundEffectContent Process(AudioContent input, ContentProcessorContext context)
        {
			input.ConvertFormat(ConversionFormat.Pcm, Quality, null);

			var waveHeader = new WAVEFORMATEX()
			{
				wFormatTag = (ushort)WaveFormat.PCM,
				nChannels = (ushort)input.LoadedWaveData.Channels,
				nSamplesPerSec = input.LoadedWaveData.SampleRate,
				nAvgBytesPerSec = 0, // TODO
				nBlockAlign = (ushort)input.LoadedWaveData.BlockAlign,
				wBitsPerSample = (ushort)input.LoadedWaveData.BitsPerSample,
				cbSize = 0, // TODO
			};

			int length = Marshal.SizeOf(waveHeader.GetType());
			byte[] array = new byte[length];
			
			IntPtr ptr = Marshal.AllocHGlobal(length);
			Marshal.StructureToPtr(waveHeader, ptr, true);
			Marshal.Copy(ptr, array, 0, length);
			Marshal.FreeHGlobal(ptr);

			return new SoundEffectContent(new List<byte>(array), new List<byte>(input.Data), input.LoopStart, input.LoopLength,
				(int)input.Duration.TotalMilliseconds);
        }
    }
}
